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In showing fear, a Paladin displays his lack of faith, and a faithless Paladin is less than a man - let alone a knight. This is vital in that when all else fails, it is faith that will carry the Paladin through to victory. Warriors of faith never shirk from combat, but rush forward with heads down and shields up, allowing their glory to carry them into the thick of battle to deliver the first blow.

Charge causes the user to rush towards the enemy, quickly closing the gap between them. The force of such a charge is so great that it usually only takes one or two charges to eliminate most enemies, especially if the user has many points in Might and Vigor (+1375% weapon damage with all 3 skills maxed out). One major disadvantage is the high mana cost, which can be offset with enough Mana and/or Mana Steal.

While the description says that the attack is a shield bash, a shield is neither required, nor is its damage taken into account if the user has a weapon equipped. One can even use Charge with a two-handed weapon.

Besides damaging monsters, the Paladin can use this skill at will to rush over to the location clicked on, although this is quite costly in terms of Mana. Charge may be used to flee from fights or to dodge or even outrun projectiles.

Attempting to use this on an enemy already within melee range causes the user to perform a regular attack instead, but the mana cost for using charge normally still applies.

It is possible to use Smite to push melee range enemies far enough that Charge can be used properly against them.